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代码合并,卡牌效果和骷髅敌人

pull/5/head
软件204张景程 2 years ago
parent
commit
bce81f1cfa
  1. 4
      ColorlessWorld-2024-4-2/Assets/GameDate/PlayerState.asset
  2. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v01.prefab
  3. 319
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  4. 372
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  5. 525
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEnity_OldSave.cs
  6. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  7. 37
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs
  8. 29
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs
  9. 85
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  10. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  11. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler.meta
  12. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler.cs
  13. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler.cs.meta
  14. 51
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler1.cs
  15. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler1.cs.meta
  16. 57
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler2.cs
  17. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler2.cs.meta
  18. 72
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_1.cs
  19. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_1.cs.meta
  20. 59
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_2.cs
  21. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_2.cs.meta
  22. 60
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_3.cs
  23. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_3.cs.meta
  24. 89
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_1.cs
  25. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_1.cs.meta
  26. 66
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_2.cs
  27. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_2.cs.meta
  28. 66
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_3.cs
  29. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_3.cs.meta
  30. 71
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_1.cs
  31. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_1.cs.meta
  32. 72
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_2.cs
  33. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_2.cs.meta
  34. 95
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_3.cs
  35. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_3.cs.meta
  36. 72
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_1.cs
  37. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_1.cs.meta
  38. 70
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_2.cs
  39. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_2.cs.meta
  40. 61
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_3.cs
  41. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_3.cs.meta
  42. 70
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_1.cs
  43. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_1.cs.meta
  44. 87
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_2.cs
  45. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_2.cs.meta
  46. 132
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_1.cs
  47. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_1.cs.meta
  48. 118
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs
  49. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs.meta
  50. 59
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandlerBase.cs
  51. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandlerBase.cs.meta
  52. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  53. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  54. 43
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/EffectRange.cs
  55. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/EffectRange.cs.meta
  56. 29
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/ZeroToFiveCircularCounter.cs
  57. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/ZeroToFiveCircularCounter.cs.meta
  58. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  59. 11
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  60. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs
  61. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/GameRoundManager.cs
  62. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  63. 11
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  64. 117
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  65. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
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@ -17599,4 +17287,3 @@ SceneRoots:
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372
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -4,6 +4,10 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using static EnemyNode;
using static UnityEngine.Rendering.DebugUI;
using System;
using Unity.VisualScripting;
public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
@ -26,6 +30,11 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//[Header("卡牌属性")]
private CardEntity cardEntity;
public List<MapUnity> castingPool;//卡牌打出范围
[Header("射线图层剔除")]
public LayerMask layerMask;
void Start()
{
eventSystem = GameObject.FindObjectOfType<EventSystem>();
@ -52,16 +61,34 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
private void disCardCheck()
{
Dictionary<string, string> trueFunctionVal = new Dictionary<string, string>();
bool canAdv = GameManager.Instance.SyncColourCountUI();
if (canAdv)
{
trueFunctionVal.AddRange(cardEntity.cardOriginalData.AdvantageFunctionVal);
}
else
{
trueFunctionVal.AddRange(cardEntity.cardOriginalData.FunctionVal);
}
int drawCardNum = 0;
for (int i = 0; i < cardEntity.cardOriginalData.Function.Length; i++)
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (cardEntity.cardOriginalData.Function[i])
switch (kvp.Key)
{
case CardFunction.drawCard:
drawCardNum += int.Parse(cardEntity.cardOriginalData.FunctionVal[i]);
drawCardNum += int.Parse(kvp.Value);
break;
}
}
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (kvp.Key)
{
case CardFunction.discard:
if (TurnMaster.Instance.handCard.getHandCardList().Count - int.Parse(cardEntity.cardOriginalData.FunctionVal[i]) - 1 + drawCardNum < 0)
if (TurnMaster.Instance.handCard.getHandCardList().Count - int.Parse(kvp.Value) - 1 + drawCardNum < 0)
{
Debug.Log("没有足够的牌可以弃牌");
cardEntity.costEnough = false;
@ -147,7 +174,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
@ -161,58 +188,18 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
//GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
setCastingRangePreview(cardEntity.cardOriginalData.EffectRange);
Debug.Log(cardEntity.cardOriginalData.CastingRange);
//预览影响范围
if (currentNode.influenced)
{
//根据卡牌属性改变影响池
cardEntity.influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
cardEntity.influencePreviewPool.Add(currentNode.unitPool[5]);
}
Debug.Log("角度是:" + euler);
setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode);
//influencePreviewPool.Add(currentNode);
@ -222,7 +209,151 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
}
}
Debug.Log("结束影响数值" + cardEntity.influencePreviewPool.Count);
}
private void setCastingRangePreview(string effectRange)
{
if (effectRange == EffectRange.range1)
{
GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
}
else
{
GameManager.Instance.player.StepPreviewInfluencedNode(1);
/* MapUnity playerNode = GameManager.Instance.playerOn;
MapUnity currentNode = GameManager.Instance.playerOn;
castingPool.Clear();
for (int i = 0; i < 6; i++)
{
currentNode = GameManager.Instance.playerOn;
if (currentNode.unitPool[0] != null && currentNode.unitPool[0].TryGetComponent<EnemyNode>(out _))
{
}
}*/
}
}
private void setEffectRangePreview(string effectRange, float euler, MapUnity currentNode)
{
Debug.Log("作用范围:" + effectRange);
MapUnity playerOnNode = GameManager.Instance.playerOn.transform.GetComponent<MapUnity>();
var handlers = new Dictionary<string, EffectRangeHandler>
{
{EffectRange.range1,new EffectRangeHandler1(currentNode,euler) },
{EffectRange.range2,new EffectRangeHandler2(currentNode,euler) },
{EffectRange.range3_1,new EffectRangeHandler3_1(currentNode,euler) },
{EffectRange.range3_2,new EffectRangeHandler3_2(currentNode,euler) },
{EffectRange.range3_3,new EffectRangeHandler3_3(currentNode,euler) },
{EffectRange.range4_1,new EffectRangeHandler4_1(currentNode,euler) },
{EffectRange.range4_2,new EffectRangeHandler4_2(currentNode,euler) },
{EffectRange.range4_3,new EffectRangeHandler4_3(currentNode,euler) },
{EffectRange.range5_1,new EffectRangeHandler5_1(currentNode,euler) },
{EffectRange.range5_2,new EffectRangeHandler5_2(currentNode,euler) },
{EffectRange.range5_3,new EffectRangeHandler5_3(currentNode,euler) },
{EffectRange.range6_1,new EffectRangeHandler6_1(currentNode,euler) },
{EffectRange.range6_2,new EffectRangeHandler6_2(currentNode,euler) },
{EffectRange.range6_3,new EffectRangeHandler6_3(playerOnNode,euler) },
{EffectRange.range7_1,new EffectRangeHandler7_1(currentNode,euler) },
{EffectRange.range7_2,new EffectRangeHandler7_2(currentNode,euler) },
{EffectRange.range8_1,new EffectRangeHandler8_1(currentNode,euler) },
{EffectRange.range8_2,new EffectRangeHandler8_2(playerOnNode,euler) },
};
if (handlers.TryGetValue(effectRange, out var handler))
{
cardEntity.influencePreviewPool = handler.HandleAngleWithResult(euler);
}
}
/* private void showEffectRange3_2(float euler)
{
if (euler > 0 && euler < 45)
{
if (checkNodeInfluencedable(currentNode.unitPool[0]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[0]);
if (checkNodeInfluencedable(currentNode.unitPool[4]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (checkNodeInfluencedable(currentNode.unitPool[1]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[1]);
if (checkNodeInfluencedable(currentNode.unitPool[5]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (checkNodeInfluencedable(currentNode.unitPool[2]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[2]);
if (checkNodeInfluencedable(currentNode.unitPool[0]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (checkNodeInfluencedable(currentNode.unitPool[1]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[1]);
if (checkNodeInfluencedable(currentNode.unitPool[3]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (checkNodeInfluencedable(currentNode.unitPool[2]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[2]);
if (checkNodeInfluencedable(currentNode.unitPool[4]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (checkNodeInfluencedable(currentNode.unitPool[3]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[3]);
if (checkNodeInfluencedable(currentNode.unitPool[5]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[5]);
}
}*/
/* private void showEffectRange2(float euler)
{
if (euler > 0 && euler <= 45)
{
if (checkNodeInfluencedable(currentNode.unitPool[2]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[2]);
}
else if (euler > 45 && euler <= 135)
{
if (checkNodeInfluencedable(currentNode.unitPool[3]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 135 && euler <= 180)
{
if (checkNodeInfluencedable(currentNode.unitPool[4]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 180 && euler <= 225)
{
if (checkNodeInfluencedable(currentNode.unitPool[5]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 225 && euler <= 315)
{
if (checkNodeInfluencedable(currentNode.unitPool[0]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 315 && euler <= 360)
{
if (checkNodeInfluencedable(currentNode.unitPool[1]))
cardEntity.influencePreviewPool.Add(currentNode.unitPool[1]);
}
}*/
private void getInfluencePreviePoll(MapUnity currentNode, string effecctRange)
{
switch (effecctRange)
{
case EffectRange.range1:
break;
}
}
private void noAinPanleWork(PointerEventData eventData)
@ -271,15 +402,126 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public void OnEndDrag(PointerEventData eventData)
{
StartCoroutine(OnDragIEnumerator(eventData));
/* if (!cardEntity.costEnough)
{
return;
}
choosed = false;
if (canUse)
{
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position;
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
}
if (ainPanle.activeSelf)
{
ainPanle.SetActive(false);//关闭贝塞尔曲线
}
//先判断该卡牌的类型是否是需要范围
if (cardEntity.cardOriginalData.CastingRange != 0)
{
//检测碰撞的地图节点是否被影响(可释放)
if (currentNode == null || currentNode.influenced == false)
{
//遍历范围预览池消除影响色(红色,卡牌的释放范围)
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
}
else if (currentNode.influenced)
{
//卡牌释放效果
Debug.Log("卡牌释放前影响格数:" + cardEntity.influencePreviewPool.Count);
cardEntity.use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
}
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < cardEntity.influencePreviewPool.Count; i++)
{
cardEntity.influencePreviewPool[i].influenced = false;
}
cardEntity.influencePreviewPool.Clear();
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
}//范围类,需要指定被影响的节点才能释放
else
{
//卡牌释放效果
cardEntity.use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
return;
}//无范围类,直接释放
}
else
{
canUse = true;
}*/
}
private IEnumerator OnDragIEnumerator(PointerEventData eventData)
{
if (!cardEntity.costEnough)
{
return;
yield break;
}
choosed = false;
if (canUse)
{
Debug.Log("进入影响数值" + cardEntity.influencePreviewPool.Count);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
@ -299,7 +541,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
yield break;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
@ -315,7 +557,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
yield break;
}
}
if (ainPanle.activeSelf)
@ -340,21 +582,10 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
//卡牌释放效果
cardEntity.use();
yield return StartCoroutine(cardEntity.settle(0));
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
}
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < cardEntity.influencePreviewPool.Count; i++)
{
cardEntity.influencePreviewPool[i].influenced = false;
}
cardEntity.influencePreviewPool.Clear();
GetComponent<CanvasGroup>().blocksRaycasts = true;
@ -362,15 +593,14 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
yield break;
}//范围类,需要指定被影响的节点才能释放
else
{
//卡牌释放效果
cardEntity.use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
yield return StartCoroutine(cardEntity.settle(0));
return;
yield break;
}//无范围类,直接释放

525
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEnity_OldSave.cs

@ -1,525 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class CardEntity_OldSave : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public CardOriginalData cardOriginalData;
//public CardOriginalData cardData;
public int cardId;
public int CardId
{
get { return cardId; }
set { cardId = value; }
}
// public Vector3 OriginTransform;
//private Vector3 EndTransform;
[Header("拖拽参数")]
public Transform originalParent;
public Vector3 originalpoint;
bool canUse = true;//决定卡牌是否可以释放
bool choosed;//标识卡牌是否被选中
[Header("贝塞尔曲线瞄准")]
public GameObject ainPanle;
[Header("影响格参数")]
public MapUnity currentNode;//瞄准的格子
public List<MapUnity> influencePreviewPool;//卡牌的影响范围
[Header("卡牌拖拽状态")]
public CardDragState dragState;
public enum CardDragState
{
onBeginDrag,
onDrag,
onEndDrag,
noDrag
}
public EventSystem eventSystem;
PointerEventData eventData;
List<RaycastResult> result = new List<RaycastResult>();
public void Start()
{
//cardData = GetComponent<CardOriginalData>();
eventSystem = GameObject.FindObjectOfType<EventSystem>();
eventData = new PointerEventData(eventSystem);
}
private void Update()
{
//右键取消释放
if (choosed && Mouse.current.rightButton.wasPressedThisFrame)
{
Debug.Log("1");
dragState = CardDragState.noDrag;
canUse = false;//取消释放
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
GetComponent<CanvasGroup>().blocksRaycasts = true;
return;
}
if (dragState != CardDragState.noDrag && dragState != CardDragState.onDrag)
{
//UI射线检测
eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0)
{
Debug.Log(result[0].gameObject.name);
}
}
switch (dragState)
{
case CardDragState.onBeginDrag:
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard;
CardChoose(eventData);
dragState = CardDragState.onDrag;
break;
case CardDragState.onDrag:
CardFollow();
if (Mouse.current.leftButton.wasReleasedThisFrame)
{
dragState = CardDragState.onEndDrag;
}
break;
case CardDragState.onEndDrag:
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none;
CardUse();
break;
case CardDragState.noDrag:
if (Mouse.current.leftButton.wasReleasedThisFrame)
{
eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0)
{
Debug.Log(result[0].gameObject.name);
if (result[0].gameObject == this.gameObject)
{
dragState = CardDragState.onBeginDrag;
}
}
}
break;
}
}
public void createCard(int cardId)
{
this.cardId = cardId;
Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]);
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn);
}
//不应该为void,返回值为作用的地块
public void use()
{
settle(0);
}
//卡牌效果的结算
public void settle(int settleTurn)
{
for (int i = 0; i < cardOriginalData.Function.Length; i++)
{
switch (cardOriginalData.Function[i])
{
case CardFunction.cardDamage:
damageWork(int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.cardShield:
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]);
break;
case CardFunction.posion:
case CardFunction.weak:
case CardFunction.coma:
case CardFunction.disarm:
case CardFunction.sleep:
case CardFunction.bleed:
case CardFunction.thorn:
abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.costRestore:
break;
case CardFunction.dyeing:
Debug.Log("功能是:" + cardOriginalData.Function[1]);
dyeingWork();
break;
}
}
}
public void abnormalConditionWork(string condition, int stackVak)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//施加负面
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak);
}
}
}
private void damageWork(int damageVal)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferDamage(damageVal);
}
}
}
private void dyeingWork()
{
Debug.Log(influencePreviewPool.Count);
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
private void dyeing()
{
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow;
}
}
//生成卡牌时候遗物的结算
public void settleForStart(int settleTurn)
{
}
//卡牌效果结束之后结算
public void settleForEnd(int settleTurn)
{
}
public void OnBeginDrag(PointerEventData eventData)
{
dragState = CardDragState.onBeginDrag;
}
public void OnDrag(PointerEventData eventData)
{
}
private void ainPanleWork()
{
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(cardOriginalData.CastingRange);
Debug.Log(cardOriginalData.CastingRange);
//预览影响范围
if (currentNode.influenced)
{
//根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
//influencePreviewPool.Add(currentNode);
}
}
}
Debug.Log("结束影响数值" + influencePreviewPool.Count);
}
private void noAinPanleWork(PointerEventData eventData)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
influencePreviewPool.Add(currentNode);
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
}
//卡片动作
//开始选中
public void CardChoose(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
choosed = true;
GetComponent<CanvasGroup>().blocksRaycasts = false;
originalParent = this.gameObject.transform.parent;
originalpoint = this.transform.localPosition;
transform.SetParent(transform.parent.parent);
transform.position = eventData.position;
//根据卡牌数据决定是否调用曲线
if (cardOriginalData.CastingRange != 0)
{
//释放范围为0则不需要调用曲线
ainPanle.SetActive(true);
}
else
{
ainPanle.SetActive(false);
}
//todo-统一确定锚点位置
//重新调用范围预览--以后要写到卡牌效果里,现在默认影响1格
//GameManager.Instance.player.StepPreviewInfluencedNode(1);
}
//拖拽中
public void CardFollow()
{
if (cardOriginalData.CastingRange != 0)
{
ainPanleWork();
}
else
{
//没有范围不需要射线吧,因为不需要指定目标点?
// noAinPanleWork(eventData);
}
dyeing();
}
//卡牌释放
public void CardUse()
{
choosed = false;
if (canUse)
{
Debug.Log("进入影响数值" + influencePreviewPool.Count);
if (result.Count > 0)
{
if (result[0].gameObject.tag == "Card")
{
choosed = true;
dragState = CardDragState.onDrag;
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard;
/*
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
*/
return;
}
else if (result[0].gameObject.name == "cardSlot")
{
choosed = true;
dragState = CardDragState.onDrag;
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard;
/*
transform.SetParent(result[0].gameObject.transform);
transform.position = result [0].gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
*/
return;
}
}
if (ainPanle.activeSelf)
{
ainPanle.SetActive(false);//关闭贝塞尔曲线
}
//先判断该卡牌的类型是否是需要范围
if (cardOriginalData.CastingRange != 0)
{
//检测碰撞的地图节点是否被影响(可释放)
if (currentNode == null || currentNode.influenced == false)
{
//遍历范围预览池消除影响色(红色,卡牌的释放范围)
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
}
else if (currentNode.influenced)
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
}
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
}//范围类,需要指定被影响的节点才能释放
else
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
return;
}//无范围类,直接释放
}
else
{
canUse = true;
}
}
}

41
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -67,9 +67,9 @@ public class CardEntity : MonoBehaviour
}
//卡牌效果的结算
public void settle(int settleTurn)
public IEnumerator settle(int settleTurn)
{
DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex);
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex));
}
@ -100,55 +100,64 @@ public class CardEntity : MonoBehaviour
public void createCardDescription()
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < cardOriginalData.Function.Length; i++)
foreach (KeyValuePair<string, string> kvp in cardOriginalData.FunctionVal)
{
switch (cardOriginalData.Function[i])
switch (kvp.Key)
{
case CardFunction.cardDamage:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "点伤害;");
sb.Append("造成" + kvp.Value + "点伤害;");
break;
case CardFunction.cardShield:
sb.Append("获得" + cardOriginalData.FunctionVal[i] + "点护盾;");
sb.Append("获得" + kvp.Value + "点护盾;");
break;
case CardFunction.posion:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层流血;");
sb.Append("施加" + kvp.Value + "层中毒;");
break;
case CardFunction.weak:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层虚弱;");
sb.Append("施加" + kvp.Value + "层虚弱;");
break;
case CardFunction.coma:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层昏迷;");
sb.Append("施加" + kvp.Value + "层昏迷;");
break;
case CardFunction.disarm:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层缴械;");
sb.Append("施加" + kvp.Value + "层缴械;");
break;
case CardFunction.sleep:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层睡眠;");
sb.Append("施加" + kvp.Value + "层睡眠;");
break;
case CardFunction.bleed:
sb.Append("造成" + cardOriginalData.FunctionVal[i] + "层流血;");
sb.Append("施加" + kvp.Value + "层流血;");
break;
case CardFunction.thorn:
sb.Append("获得" + cardOriginalData.FunctionVal[i] + "层荆棘;");
sb.Append("获得" + kvp.Value + "层荆棘;");
break;
case CardFunction.costRestore:
sb.Append("获得" + cardOriginalData.FunctionVal[i] + "点费用;");
sb.Append("获得" + kvp.Value + "点能量;");
break;
case CardFunction.drawCard:
sb.Append("抽" + cardOriginalData.FunctionVal[i] + "张牌;");
sb.Append("抽" + kvp.Value + "张牌;");
break;
case CardFunction.discard:
sb.Append("弃" + cardOriginalData.FunctionVal[i] + "张牌;");
sb.Append("弃" + kvp.Value + "张牌;");
break;
case CardFunction.nodeDiffDamage:
sb.Append("造成场地差伤害;");
break;
case CardFunction.dyeing:
sb.Append("染色;");
break;
}
}
if (cardOriginalData.IsDisposable)
{
sb.Append("消耗;");
}
if (cardOriginalData.AdvantageDescription.Length != 0)
{
Debug.Log("优势:" + cardOriginalData.AdvantageDescription + ";");
sb.Append("优势:" + cardOriginalData.AdvantageDescription + ";");
}
if (sb.Length > 0)
{
sb.Remove(sb.Length - 1, 1); // 删除最后一个字符

37
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs

@ -13,19 +13,15 @@ public class CardOriginalData : System.Object
private int rarity;
private string[] function;
private string[] functionVal;
private Dictionary<string, string> functionVal;
private int castingRange;
private int effectRange;
private string effectRange;
private int isDisposable;
private string[] advantageFunction;
private string[] advantageFunctionVal;
private Dictionary<string, string> advantageFunctionVal;
private int carType;
@ -33,6 +29,8 @@ public class CardOriginalData : System.Object
private string imgPath;
private string advantageDescription;
public int CardId
{
get { return cardId; }
@ -58,13 +56,7 @@ public class CardOriginalData : System.Object
set { rarity = value; }
}
public string[] Function
{
get { return function; }
set { function = value; }
}
public string[] FunctionVal
public Dictionary<string, string> FunctionVal
{
get { return functionVal; }
set { functionVal = value; }
@ -76,7 +68,7 @@ public class CardOriginalData : System.Object
set { castingRange = value; }
}
public int EffectRange
public string EffectRange
{
get { return effectRange; }
set { effectRange = value; }
@ -88,13 +80,7 @@ public class CardOriginalData : System.Object
set { isDisposable = value ? 1 : 0; }
}
public string[] AdvantageFunction
{
get { return advantageFunction; }
set { advantageFunction = value; }
}
public string[] AdvantageFunctionVal
public Dictionary<string, string> AdvantageFunctionVal
{
get { return advantageFunctionVal; }
set { advantageFunctionVal = value; }
@ -117,4 +103,11 @@ public class CardOriginalData : System.Object
get { return imgPath; }
set { imgPath = value; }
}
public string AdvantageDescription
{
get { return advantageDescription; }
set { advantageDescription = value; }
}
}

29
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -50,16 +50,33 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
cardOriginalData.ChineseName = values[1];
cardOriginalData.Cost = int.Parse(values[2]);
cardOriginalData.Rarity = int.Parse(values[3]);
cardOriginalData.Function = values[4].Split(";");
cardOriginalData.FunctionVal = values[5].Split(";");
cardOriginalData.CastingRange = int.Parse(values[6]);
cardOriginalData.EffectRange = int.Parse(values[7]);
cardOriginalData.EffectRange = values[7];
cardOriginalData.IsDisposable = int.Parse(values[8]) == 1;
cardOriginalData.AdvantageFunction = values[9].Split(";");
cardOriginalData.AdvantageFunctionVal = values[10].Split(";");
cardOriginalData.CarType = int.Parse(values[11]);
cardOriginalData.Description = values[12];
cardOriginalData.AdvantageDescription = values[12];
cardOriginalData.ImgPath = values[13];
getDictionaryFromString(values, cardOriginalData);
return cardOriginalData;
}
private void getDictionaryFromString(string[] values, CardOriginalData cardOriginalData)
{
Debug.Log("¿¨ÅÆÊÇ:" + cardOriginalData.ChineseName);
string[] function = values[4].Split(";");
string[] functionVal = values[5].Split(";");
string[] advantagefunction = values[9].Split(";");
string[] advantagefunctionVal = values[10].Split(";");
cardOriginalData.FunctionVal = new Dictionary<string, string>();
cardOriginalData.AdvantageFunctionVal = new Dictionary<string, string>();
Dictionary<string, string> functionDictionary = new Dictionary<string, string>();
for (int i = 0; i < function.Length; i++)
{
cardOriginalData.FunctionVal.Add(function[i], functionVal[i]);
}
for (int i = 0; i < advantagefunction.Length; i++)
{
cardOriginalData.AdvantageFunctionVal.Add(advantagefunction[i], advantagefunctionVal[i]);
}
}
}

85
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -47,7 +47,7 @@ public class TurnMaster : Singleton<TurnMaster>
{
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
restoreCost(0);
restoreResource(0);
//洗牌--抽卡
StartCoroutine(ShuffleWithLosingCards());
@ -103,10 +103,11 @@ public class TurnMaster : Singleton<TurnMaster>
}
//老吊写的函数
public void restoreCost(int settleTurn)
public void restoreResource(int settleTurn)
{
totalCost = Usermanager.Instance.totalCost;
currentCost = totalCost;
Usermanager.Instance.Shield = 0;
}
IEnumerator ShuffleWithLosingCards()
{
@ -143,20 +144,15 @@ public class TurnMaster : Singleton<TurnMaster>
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardList[i], i);
}
Debug.Log("结束moveCards");
}
public IEnumerator randomDiscard(int count)
{
Debug.Log("开始弃牌");
List<int> disCardList = MathTool.GetRandomNumbers(handCard.getHandCardList().Count, count);
Debug.Log("开始弃牌b");
foreach (int number in disCardList)
{
Debug.Log("弃牌:" + number);
disCard(number);
}
Debug.Log("结束弃牌");
yield return null;
}
@ -187,7 +183,6 @@ public class TurnMaster : Singleton<TurnMaster>
if (cardDeck.cardList.Count > 0)
{
Debug.Log("bbb");
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
@ -196,7 +191,6 @@ public class TurnMaster : Singleton<TurnMaster>
}
else if (usedCard.usedCardList.Count > 0)
{
Debug.Log("aaa");
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
@ -212,44 +206,43 @@ public class TurnMaster : Singleton<TurnMaster>
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
}
}
Debug.Log("ddd");
}
}
/* public void ShuffleWithoutLosingCards()
{
int k = 0;
for (int i = 0; i < 6; i++)
{
for (int j = k; j < handCard.cardSlotList.Count; j++)
{
k++;
if (handCard.cardSlotList[j].transform.childCount == 0)
{
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
else
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
}
}
}
}
/* public void ShuffleWithoutLosingCards()
{
int k = 0;
for (int i = 0; i < 6; i++)
{
for (int j = k; j < handCard.cardSlotList.Count; j++)
{
k++;
if (handCard.cardSlotList[j].transform.childCount == 0)
{
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
else
{
//Ï´ÅÆ¼ÌÐø³é
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
}
}
}
}
*/

39
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -73,22 +73,23 @@ public class GameManager : Singleton<GameManager>
}
//苀數部華晇伎
public void SyncColourCountUI()
public bool SyncColourCountUI()
{
bool result = false;
Debug.Log("Sync");
float playerCount = 0;
float enemyCount = 0;
float totalCount = 0;
for(int i=0;i<X .Count; i++)
for (int i = 0; i < X.Count; i++)
{
for (int j = 0; j < X[i].Y.Count; j++)
{
if(X[i].Y[j].whoColour ==MapUnity.WhoColour.playerColour)
if (X[i].Y[j].whoColour == MapUnity.WhoColour.playerColour)
{
playerCount += 1;
}
else if(X[i].Y[j].whoColour == MapUnity.WhoColour.enemyColour)
else if (X[i].Y[j].whoColour == MapUnity.WhoColour.enemyColour)
{
enemyCount += 1;
}
@ -101,6 +102,36 @@ public class GameManager : Singleton<GameManager>
enemyColourCountText.text = enemyCount.ToString();
playerColourCountBar.fillAmount = playerCount / totalCount;
enemyColourCountBar.fillAmount = enemyCount / totalCount;
if (playerCount > enemyCount)
{
result = true;
}
return result;
}
public int getNodeDiff()
{
int playerCount = 0;
int enemyCount = 0;
int totalCount = 0;
for (int i = 0; i < X.Count; i++)
{
for (int j = 0; j < X[i].Y.Count; j++)
{
if (X[i].Y[j].whoColour == MapUnity.WhoColour.playerColour)
{
playerCount += 1;
}
else if (X[i].Y[j].whoColour == MapUnity.WhoColour.enemyColour)
{
enemyCount += 1;
}
totalCount += 1;
}
}
return playerCount - enemyCount;
}
//羲擁部華芨伎

8
ColorlessWorld-2024-4-2/Assets/Scripts/Handler.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 155b54f5b89b3c34cbad23a01eac4128
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler.cs

@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
interface EffectRangeHandler
{
public List<MapUnity> HandleAngleWithResult(float angle) { return new List<MapUnity>(); }
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEnity_OldSave.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler.cs.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 7831439f6bbbdf14b8546fd1ac26d312
guid: 69f7bbdc311a20f408557dcf8b3b6da1
MonoImporter:
externalObjects: {}
serializedVersion: 2

51
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler1.cs

@ -0,0 +1,51 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler1 : EffectRangeHandlerBase
{
public EffectRangeHandler1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler1.cs.meta

@ -0,0 +1,11 @@
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57
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler2.cs

@ -0,0 +1,57 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler2 : EffectRangeHandlerBase
{
public EffectRangeHandler2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler2.cs.meta

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72
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_1.cs

@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler3_1 : EffectRangeHandlerBase
{
public EffectRangeHandler3_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[2]))
{
tryGetNodeInfluencedable(currentNode.unitPool[2].unitPool[2]);
};
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[3]))
{
tryGetNodeInfluencedable(currentNode.unitPool[3].unitPool[3]);
};
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[4]))
{
tryGetNodeInfluencedable(currentNode.unitPool[4].unitPool[4]);
};
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[5]))
{
tryGetNodeInfluencedable(currentNode.unitPool[5].unitPool[5]);
};
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[0]))
{
tryGetNodeInfluencedable(currentNode.unitPool[0].unitPool[0]);
};
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[1]))
{
tryGetNodeInfluencedable(currentNode.unitPool[1].unitPool[1]);
};
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_1.cs.meta

@ -0,0 +1,11 @@
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59
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_2.cs

@ -0,0 +1,59 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler3_2 : EffectRangeHandlerBase
{
public EffectRangeHandler3_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_2.cs.meta

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60
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_3.cs

@ -0,0 +1,60 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler3_3 : EffectRangeHandlerBase
{
public EffectRangeHandler3_3(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler3_3.cs.meta

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89
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_1.cs

@ -0,0 +1,89 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler4_1 : EffectRangeHandlerBase
{
public EffectRangeHandler4_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[2]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[2].unitPool[2]))
{
tryGetNodeInfluencedable(currentNode.unitPool[2].unitPool[2].unitPool[2]);
}
};
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[3]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[3].unitPool[3]))
{
tryGetNodeInfluencedable(currentNode.unitPool[3].unitPool[3].unitPool[3]);
}
};
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[4]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[4].unitPool[4]))
{
tryGetNodeInfluencedable(currentNode.unitPool[4].unitPool[4].unitPool[4]);
}
};
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[5]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[5].unitPool[5]))
{
tryGetNodeInfluencedable(currentNode.unitPool[5].unitPool[5].unitPool[5]);
}
};
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[0]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[0].unitPool[0]))
{
tryGetNodeInfluencedable(currentNode.unitPool[0].unitPool[0].unitPool[0]);
}
};
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
if(tryGetNodeInfluencedable(currentNode.unitPool[1]))
{
if (tryGetNodeInfluencedable(currentNode.unitPool[1].unitPool[1]))
{
tryGetNodeInfluencedable(currentNode.unitPool[1].unitPool[1].unitPool[1]);
}
};
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_1.cs.meta

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66
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_2.cs

@ -0,0 +1,66 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler4_2 : EffectRangeHandlerBase
{
// Start is called before the first frame update
public EffectRangeHandler4_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_2.cs.meta

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66
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_3.cs

@ -0,0 +1,66 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler4_3 : EffectRangeHandlerBase
{
public EffectRangeHandler4_3(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler4_3.cs.meta

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71
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_1.cs

@ -0,0 +1,71 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler5_1 : EffectRangeHandlerBase
{
public EffectRangeHandler5_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get5_1Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get5_1Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get5_1Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get5_1Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get5_1Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get5_1Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
private void get5_1Node(MapUnity currentNode,int angle)
{
MapUnity currentCheckNode= currentNode;
for (int i=0; i < 4; i++)
{
if (tryGetNodeInfluencedable(currentCheckNode.unitPool[angle]))
{
currentCheckNode= currentCheckNode.unitPool[angle];
}
else
{
return;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_1.cs.meta

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72
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_2.cs

@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler5_2 : EffectRangeHandlerBase
{
public EffectRangeHandler5_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[1]);
tryGetNodeInfluencedable(currentNode.unitPool[4]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
tryGetNodeInfluencedable(currentNode.unitPool[0]);
tryGetNodeInfluencedable(currentNode.unitPool[2]);
tryGetNodeInfluencedable(currentNode.unitPool[5]);
tryGetNodeInfluencedable(currentNode.unitPool[3]);
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_2.cs.meta

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95
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_3.cs

@ -0,0 +1,95 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler5_3 : EffectRangeHandlerBase
{
public EffectRangeHandler5_3(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[0]))
{
tryGetNodeInfluencedable(currentNode.unitPool[0].unitPool[0]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[4]))
{
tryGetNodeInfluencedable(currentNode.unitPool[4].unitPool[4]);
}
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[1]))
{
tryGetNodeInfluencedable(currentNode.unitPool[1].unitPool[1]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[5]))
{
tryGetNodeInfluencedable(currentNode.unitPool[5].unitPool[5]);
}
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[2]))
{
tryGetNodeInfluencedable(currentNode.unitPool[2].unitPool[2]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[0]))
{
tryGetNodeInfluencedable(currentNode.unitPool[0].unitPool[0]);
}
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[3]))
{
tryGetNodeInfluencedable(currentNode.unitPool[3].unitPool[3]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[1]))
{
tryGetNodeInfluencedable(currentNode.unitPool[1].unitPool[1]);
}
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[4]))
{
tryGetNodeInfluencedable(currentNode.unitPool[4].unitPool[4]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[2]))
{
tryGetNodeInfluencedable(currentNode.unitPool[2].unitPool[2]);
}
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
if (tryGetNodeInfluencedable(currentNode.unitPool[5]))
{
tryGetNodeInfluencedable(currentNode.unitPool[5].unitPool[5]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[3]))
{
tryGetNodeInfluencedable(currentNode.unitPool[3].unitPool[3]);
}
return influencePreviewPool;
}
}
};
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler5_3.cs.meta

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72
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_1.cs

@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler6_1 : EffectRangeHandlerBase
{
public EffectRangeHandler6_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get6_1Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get6_1Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get6_1Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get6_1Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get6_1Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get6_1Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
private void get6_1Node(MapUnity currentNode, int angle)
{
MapUnity currentCheckNode = currentNode;
for (int i = 0; i < 5; i++)
{
if (tryGetNodeInfluencedable(currentCheckNode.unitPool[angle]))
{
currentCheckNode = currentCheckNode.unitPool[angle];
}
else
{
return;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_1.cs.meta

@ -0,0 +1,11 @@
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70
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_2.cs

@ -0,0 +1,70 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler6_2 : EffectRangeHandlerBase
{
private ZeroToFiveCircularCounter counter=new ZeroToFiveCircularCounter();
public EffectRangeHandler6_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get6_2Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get6_2Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get6_2Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get6_2Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get6_2Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get6_2Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
private void get6_2Node(MapUnity currentNode,int value)
{
if (tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value,2)]))
{
tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 2)].unitPool[value]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value,2)]))
{
tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 2)].unitPool[value]);
}
tryGetNodeInfluencedable(currentNode.unitPool[value]);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_2.cs.meta

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61
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_3.cs

@ -0,0 +1,61 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler6_3 : EffectRangeHandlerBase
{
public EffectRangeHandler6_3(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get6_3Node(currentNode);
return influencePreviewPool;
}
}
};
}
private void get6_3Node(MapUnity currentNode)
{
for (int i = 0; i < 6; i++)
{
tryGetNodeInfluencedable(currentNode.unitPool[i]);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler6_3.cs.meta

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70
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_1.cs

@ -0,0 +1,70 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler7_1 : EffectRangeHandlerBase
{
public EffectRangeHandler7_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get5_1Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get5_1Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get5_1Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get5_1Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get5_1Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get5_1Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
private void get5_1Node(MapUnity currentNode, int angle)
{
MapUnity currentCheckNode = currentNode;
for (int i = 0; i < 6; i++)
{
if (tryGetNodeInfluencedable(currentCheckNode.unitPool[angle]))
{
currentCheckNode = currentCheckNode.unitPool[angle];
}
else
{
return;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_1.cs.meta

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87
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_2.cs

@ -0,0 +1,87 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler7_2 : EffectRangeHandlerBase
{
private ZeroToFiveCircularCounter counter = new ZeroToFiveCircularCounter();
public EffectRangeHandler7_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get7_2Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get7_2Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get7_2Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get7_2Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get7_2Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get7_2Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
private void get7_2Node(MapUnity currentNode, int value)
{
if (tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 1)]))
{
tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 1)].unitPool[value]);
}
if (tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 1)]))
{
tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 1)].unitPool[value]);
}
getongNode(currentNode, value);
}
private void getongNode(MapUnity currentNode, int angle)
{
MapUnity currentCheckNode = currentNode;
for (int i = 0; i < 2; i++)
{
if (tryGetNodeInfluencedable(currentCheckNode.unitPool[angle]))
{
currentCheckNode = currentCheckNode.unitPool[angle];
}
else
{
return;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler7_2.cs.meta

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132
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_1.cs

@ -0,0 +1,132 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandler8_1 : EffectRangeHandler
{
// Start is called before the first frame update
public float Epsilon { get; } = 1.00f;
private float euler;
private MapUnity currentNode;
public List<MapUnity> influencePreviewPool = new List<MapUnity>();//卡牌的影响范围
private readonly Dictionary<float, Func<List<MapUnity>>> angleActions;
private ZeroToFiveCircularCounter counter = new ZeroToFiveCircularCounter();
public EffectRangeHandler8_1(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
this.currentNode = currentNode;
this.euler = euler;
influencePreviewPool.Add(currentNode);
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
ge8_1Node(currentNode,2);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
ge8_1Node(currentNode,3);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
ge8_1Node(currentNode,4);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
ge8_1Node(currentNode,5);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
ge8_1Node(currentNode,0);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
ge8_1Node(currentNode,1);
return influencePreviewPool;
}
}
};
}
public List<MapUnity> HandleAngleWithResult(float angle)
{
foreach (var kvp in angleActions)
{
if (Math.Abs(angle - kvp.Key) < Epsilon)
{
return kvp.Value();
}
}
return influencePreviewPool;
}
public bool tryGetNodeInfluencedable(MapUnity currentNode)
{
bool canPass = true;
if (currentNode == null)
{
canPass = false;
return canPass;
}
//Debug.Log("坐标X"+currentNode.locationX+ "坐标Y" + currentNode.locationY);
if (currentNode.TryGetComponent<EnemyNode>(out EnemyNode enemyNode))
{
Debug.Log("JJKK");
if (enemyNode.enemyType == EnemyNode.EnemyType.block)
{
Debug.Log("AABB");
canPass = false;
influencePreviewPool.Add(currentNode);
}
Debug.Log("DDFF");
}
if (canPass)
{
influencePreviewPool.Add(currentNode);
}
return canPass;
}
private void ge8_1Node(MapUnity currentNode, int value)
{
try
{
tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 2)]);
tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 2)].unitPool[counter.Subtract(value, 2)]);
tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 2)]);
tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 2)].unitPool[counter.Add(value, 2)]);
tryGetNodeInfluencedable(currentNode.unitPool[value]);
tryGetNodeInfluencedable(currentNode.unitPool[counter.Subtract(value, 1)]);
tryGetNodeInfluencedable(currentNode.unitPool[value].unitPool[counter.Subtract(value, 2)].unitPool[counter.Subtract(value, 2)]);
tryGetNodeInfluencedable(currentNode.unitPool[counter.Add(value, 1)]);
tryGetNodeInfluencedable(currentNode.unitPool[value].unitPool[counter.Add(value, 2)].unitPool[counter.Add(value, 2)]);
}
catch (Exception ex)
{
//nothing to do
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_1.cs.meta

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118
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs

@ -0,0 +1,118 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TreeEditor;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
public class EffectRangeHandler8_2 : EffectRangeHandlerBase
{
public EffectRangeHandler8_2(MapUnity currentNode, float euler)
{
influencePreviewPool.Clear();
angleActions = new Dictionary<float, Func<List<MapUnity>>>
{
{ 30.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
},
{ 90.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
},
{ 150.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
},
{ 210.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
},
{ 270.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
},
{ 330.0f, () =>
{
get8_2Node(currentNode,influencePreviewPool);
return influencePreviewPool;
}
}
};
}
public bool tryGetNodeInfluencedableList(MapUnity node,List<MapUnity> nodeList)
{
bool canPass = true;
if (node == null)
{
canPass = false;
return canPass;
}
Debug.Log("坐标X" + node.locationX + "坐标Y" + node.locationY);
if (node.TryGetComponent<EnemyNode>(out EnemyNode enemyNode))
{
Debug.Log("JJKK");
if (enemyNode.enemyType == EnemyNode.EnemyType.block)
{
Debug.Log("AABB");
canPass = false;
nodeList.Add(node);
}
Debug.Log("DDFF");
}
if (canPass)
{
nodeList.Add(node);
}
return canPass;
}
private void get8_2Node(MapUnity node, List<MapUnity> influencePreviewPool)
{
influencePreviewPool.Add(node);
getNearbyNode(influencePreviewPool);
getNearbyNode(influencePreviewPool);
getNearbyNode(influencePreviewPool);
while (influencePreviewPool.Contains(node))
{
influencePreviewPool.Remove(node);
}
}
public void getNearbyNode(List<MapUnity> nodeList)
{
// 创建一个副本以避免遍历时修改原集合
List<MapUnity> nodesCopy = new List<MapUnity>(nodeList);
List<MapUnity> nodesToAdd = new List<MapUnity>(); // 临时列表存储要添加的节点
foreach (var node in nodesCopy)
{
for (int i = 0; i < 6; i++)
{
tryGetNodeInfluencedableList(node.unitPool[i], nodesToAdd);
}
}
// 遍历完成后统一修改原集合
nodeList.AddRange(nodesToAdd);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandler8_2.cs.meta

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59
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandlerBase.cs

@ -0,0 +1,59 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRangeHandlerBase : EffectRangeHandler
{
public List<MapUnity> influencePreviewPool = new List<MapUnity>();//卡牌的影响范围
public Dictionary<float, Func<List<MapUnity>>> angleActions;
public float Epsilon { get; } = 1.00f;
public bool tryGetNodeInfluencedable(MapUnity currentNode)
{
bool canPass = true;
if (currentNode == null)
{
canPass = false;
return canPass;
}
Debug.Log("currentNode"+ currentNode.enemyNode);
/*if (currentNode.TryGetComponent<EnemyNode>(out EnemyNode enemyNode))*/
if (currentNode.enemyNode!=null)
{
Debug.Log("JJKK");
if (currentNode.enemyNode.enemyType.Equals(EnemyNode.EnemyType.block))
{
Debug.Log("AABB");
canPass = false;
influencePreviewPool.Add(currentNode);
}
Debug.Log("DDFF");
}
if (canPass)
{
influencePreviewPool.Add(currentNode);
}
return canPass;
}
public List<MapUnity> HandleAngleWithResult(float angle)
{
Debug.Log("角度大小" + angle);
foreach (var kvp in angleActions)
{
if (Math.Abs(angle - kvp.Key) < Epsilon)
{
return kvp.Value();
}
}
Debug.Log("数组大小" + influencePreviewPool.Count);
return influencePreviewPool;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Handler/EffectRangeHandlerBase.cs.meta

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20
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -26,15 +26,23 @@ public class Player : MonoBehaviour
}
public void Update()
{
if(Mouse .current .leftButton .wasPressedThisFrame && TurnMaster .Instance .playerAction !=TurnMaster.PlayerAction.useCard)
if (Mouse.current.leftButton.wasPressedThisFrame && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard)
{
if(GameManager.Instance.playerState.currentStepRange>0)
if (GameManager.Instance.playerState.currentStepRange > 0)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit,500,playerLayerMask.value) && raycastHit.collider.gameObject.tag == "Player")
{
Debug.Log(raycastHit.collider.gameObject.name);
StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, playerLayerMask.value) && raycastHit.collider.gameObject.tag == "Player")
{
Debug.Log(raycastHit.collider.gameObject.name);
MapUnityManager mapUnityManager = new MapUnityManager();
influencePreviewPool.AddRange(mapUnityManager.findReachableTiles(GameManager.Instance.playerOn, GameManager.Instance.playerState.currentStepRange));
//±éÀúÓ°Ïì³Ø±äÉ«
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].red;
}
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
}
else
{

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -32,6 +32,8 @@ public class CardFunction
public const string discard = "13";
//Ⱦɫ
public const string dyeing = "14";
//造成场地差伤害
public const string nodeDiffDamage = "15";
}

43
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/EffectRange.cs

@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectRange
{
public const string range1 = "1";
public const string range2 = "2";
public const string range3_1 = "3_1";
public const string range3_2 = "3_2";
public const string range3_3 = "3_3";
public const string range4_1 = "4_1";
public const string range4_2 = "4_2";
public const string range4_3 = "4_3";
public const string range5_1 = "5_1";
public const string range5_2 = "5_2";
public const string range5_3 = "5_3";
public const string range6_1 = "6_1";
public const string range6_2 = "6_2";
public const string range6_3 = "6_3";
public const string range7_1 = "7_1";
public const string range7_2 = "7_2";
public const string range8_1 = "8_1";
public const string range8_2 = "8_2";
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/EffectRange.cs.meta

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29
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/ZeroToFiveCircularCounter.cs

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ZeroToFiveCircularCounter
{
private const int MinValue = 0;
private const int MaxValue = 5;
public int Add(int currentValue, int increment)
{
int newValue = (currentValue + increment) % (MaxValue + 1);
if (newValue < MinValue)
{
newValue += (MaxValue + 1);
}
return newValue;
}
public int Subtract(int currentValue, int decrement)
{
int newValue = (currentValue - decrement) % (MaxValue + 1);
if (newValue < MinValue)
{
newValue += (MaxValue + 1);
}
return newValue;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/ZeroToFiveCircularCounter.cs.meta

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27
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class getNodeTools
{
public bool tryGetNodeInfluencedable(MapUnity currentNode,List<MapUnity> nodeList)
{
bool canPass = true;
if (currentNode == null)
{
canPass = false;
}
else if (currentNode.blocked)
{
canPass = false;
}
if (canPass)
{
nodeList.Add(currentNode);
}
return canPass;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs.meta

@ -0,0 +1,11 @@
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34
ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs

@ -12,18 +12,36 @@ public class DestructionManager : Singleton<DestructionManager>
TurnMaster.Instance.usedCard.usedCardList.Add(target.GetComponent<CardEntity>().CardId);
}
Destroy(target);
Debug.Log("˝řČëĹĹĐň");
StartCoroutine(TurnMaster.Instance.MoveCards());
yield return new WaitForEndOfFrame();
Debug.Log("˝řČ뿨ĹĆ˝áËă");
StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
Debug.Log("˝áĘř");
yield return null;
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
GameManager.Instance.SyncColourCountUI();
//遍历范围预览池消除影响色
Debug.Log("清除前红色格数:" + GameManager.Instance.player.influencePreviewPool.Count);
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
/*transform.SetParent(originalParent);
transform.localPosition = originalpoint;*/
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
Debug.Log("执行结束1");
}
public void startDestoryAndUseCard(GameObject target, CardOriginalData cardOriginalData, List<MapUnity> influencePreviewPool, int cardIndex)
public IEnumerator startDestoryAndUseCard(GameObject target, CardOriginalData cardOriginalData, List<MapUnity> influencePreviewPool, int cardIndex)
{
StartCoroutine(destoryAndUseCard(target, cardOriginalData, influencePreviewPool, cardIndex));
yield return StartCoroutine(destoryAndUseCard(target, cardOriginalData, influencePreviewPool, cardIndex));
Debug.Log("执行结束2");
}

24
ColorlessWorld-2024-4-2/Assets/Scripts/manager/GameRoundManager.cs

@ -17,18 +17,18 @@ public class GameRoundManager : Singleton<GameRoundManager>
public void init()
{
List<int> newCardDeck = new List<int>();
//初始卡组先加10个打击
for (int i = 0; i < 10; i++)
{
newCardDeck.Add(10001);
}
List<RelicsEntity> newRelicsList = new List<RelicsEntity>();
Usermanager newUser= new Usermanager(50);
this.cardDeck = newCardDeck;
this.relicsList = newRelicsList;
this.usermanager = newUser;
/* List<int> newCardDeck = new List<int>();
//初始卡组先加10个打击
for (int i = 0; i < 10; i++)
{
newCardDeck.Add(10001);
}
List<RelicsEntity> newRelicsList = new List<RelicsEntity>();
//Usermanager newUser= new Usermanager(50);
this.cardDeck = newCardDeck;
this.relicsList = newRelicsList;
this.usermanager = newUser;*/
}
public void Start()

41
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapUnityManager : MonoBehaviour
{
public List<MapUnity> findReachableTiles(MapUnity startNode, int movePoints)
{
List<MapUnity> reachableNodes = new List<MapUnity>();
Queue<MapUnity> queue = new Queue<MapUnity>();
Dictionary<MapUnity, int> remainingMovePoints = new Dictionary<MapUnity, int>();
queue.Enqueue(startNode);
remainingMovePoints[startNode] = movePoints;
while (queue.Count > 0)
{
MapUnity currentNode = queue.Dequeue();
int currentMovePoints = remainingMovePoints[currentNode];
foreach (MapUnity neighbor in currentNode.unitPool)
{
if (neighbor == null || neighbor.blocked || remainingMovePoints.ContainsKey(neighbor))
continue;
int newMovePoints = currentMovePoints - 1; // 每移动一格,减少一点移动点数
if (newMovePoints >= 0)
{
queue.Enqueue(neighbor);
remainingMovePoints[neighbor] = newMovePoints;
reachableNodes.Add(neighbor);
}
}
}
//遍历影响池变色
return reachableNodes;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d344126aa8082fa48b7e5f19eff09202
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

117
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class SettlementManager : Singleton<SettlementManager>
@ -8,87 +9,115 @@ public class SettlementManager : Singleton<SettlementManager>
public static int settleTurn;
public void abnormalConditionWork(string condition, int stackVak, List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//施加负面
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak);
}
}
}
//造成伤害
//染色
private void dyeingWork(List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
private void damageWork(int damageVal, List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferDamage(damageVal);
}
}
}
public IEnumerator settle(CardOriginalData cardOriginalData, List<MapUnity> influencePreviewPool, int cardIndex)
{
Dictionary<string, string> trueFunctionVal = new Dictionary<string, string>();
bool canAdv = GameManager.Instance.SyncColourCountUI();
if (canAdv)
{
trueFunctionVal.AddRange(cardOriginalData.AdvantageFunctionVal);
for (int i = 0; i < cardOriginalData.Function.Length; i++)
}
else
{
switch (cardOriginalData.Function[i])
trueFunctionVal.AddRange(cardOriginalData.FunctionVal);
}
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (kvp.Key)
{
case CardFunction.cardDamage:
damageWork(int.Parse(cardOriginalData.FunctionVal[i]), influencePreviewPool);
damageWork(int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.nodeDiffDamage:
if (GameManager.Instance.getNodeDiff() > 0)
{
damageWork(GameManager.Instance.getNodeDiff(), influencePreviewPool);
}
break;
case CardFunction.cardShield:
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]);
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(kvp.Value);
break;
case CardFunction.posion:
case CardFunction.weak:
case CardFunction.coma:
case CardFunction.disarm:
case CardFunction.sleep:
case CardFunction.bleed:
case CardFunction.thorn:
abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i]), influencePreviewPool);
abnormalConditionWork(kvp.Value, int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.costRestore:
TurnMaster.Instance.currentCost += int.Parse(cardOriginalData.FunctionVal[i]);
TurnMaster.Instance.currentCost += int.Parse(kvp.Value);
break;
case CardFunction.dyeing:
dyeingWork(influencePreviewPool);
break;
case CardFunction.discard:
yield return StartCoroutine(TurnMaster.Instance.randomDiscard(int.Parse(cardOriginalData.FunctionVal[i])));
yield return StartCoroutine(TurnMaster.Instance.randomDiscard(int.Parse(kvp.Value)));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
/*yield return new WaitForEndOfFrame();
StartCoroutine(TurnMaster.Instance.MoveCards());*/
break;
case CardFunction.drawCard:
TurnMaster.Instance.drawCards(int.Parse(cardOriginalData.FunctionVal[i]));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
break;
}
//yield return StartCoroutine(TurnMaster.Instance.MoveCards());
}
TurnMaster.Instance.currentCost -= cardOriginalData.Cost;
Debug.Log("结束结算");
}
public void abnormalConditionWork(string condition, int stackVak, List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
//流血不能先结算
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
//施加负面
if (influencePreviewPool[i].enemyNode != null)
switch (kvp.Key)
{
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak);
}
}
}
//造成伤害
case CardFunction.bleed:
abnormalConditionWork(kvp.Value, int.Parse(kvp.Value), influencePreviewPool);
break;
//染色
private void dyeingWork(List<MapUnity> influencePreviewPool)
{
Debug.Log(influencePreviewPool.Count);
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
}
private void damageWork(int damageVal, List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
//弃牌不能先结算
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
switch (kvp.Key)
{
influencePreviewPool[i].enemyNode.sufferDamage(damageVal);
case CardFunction.drawCard:
TurnMaster.Instance.drawCards(int.Parse(kvp.Value));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
break;
}
}
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -4,8 +4,8 @@ using UnityEngine;
public class Usermanager : Singleton<Usermanager>
{
private int health;
private int shield;
public int health;
public int shield;
public int totalCost;
public int Health { get => health; set => health = value; }
@ -22,6 +22,6 @@ public class Usermanager : Singleton<Usermanager>
{
health = 100;
Shield = 0;
totalCost = 1;
totalCost = 4;
}
}

18
ColorlessWorld-2024-4-2/Assets/data/card_data.csv

@ -1,3 +1,15 @@
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,0,1,12;13,3;3,0,0,1,0,0,1,,PlayerIcon
10002,治疗,2,2,2,2,0,0,0,0,0,1,,
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,优势描述,图片路径
10001,射击,1,1,1,7,1,1,0,1,7,1,,PlayerIcon
10002,护盾,1,1,2,5,0,1,0,2,5,1,,PlayerIcon
10003,毒药,1,1,4,6,3,1,0,4,10,1,施加4层中毒,PlayerIcon
10004,枫叶炸弹,2,2,9,2,1,7_2,0,9;4,2;4,1,施加4层中毒,PlayerIcon
10005,花粉,0,2,8,1,4,1,0,8,2,1,施加1层沉睡,PlayerIcon
10006,致残,2,1,7,2,2,1,0,7;9,2;2,1,施加2层流血,PlayerIcon
10007,滋养,1,2,12;13,3;1,0,0,0,12,3,1,无需丢弃,PlayerIcon
10008,草山压顶,3,3,1;6,10;1,2,1,0,1;6,13;1,1,造成3点伤害,PlayerIcon
10009,尖刺甲,1,1,2;10,3;4,0,0,0,2;10,3;6,1,获得3层荆棘,PlayerIcon
10010,活力,0,2,11,1,0,0,1,11,2,1,获得1点能量,PlayerIcon
10011,草团,2,1,1;14,5;0,1,6_2,1,1;14,8;0,1,造成3点伤害,PlayerIcon
10012,穿刺射击,2,1,1,8,1,5_1,0,1;4,8;4,1,施加4层中毒,PlayerIcon
10013,森林之怒,3,3,1,20,3,1,0,1;15,20;0,1,造成场地差伤害,PlayerIcon
10014,巨树之弓,2,1,1;14,13;0,1,5_3,0,1;14;5,13;0;1,1,施加1层虚弱,PlayerIcon

1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 文本描述 优势描述 图片路径
2 10001 打击 射击 0 1 1 12;13 1 3;3 7 0 1 0 1 1 0 0 1 0 7 1 PlayerIcon
3 10002 治疗 护盾 2 1 2 1 2 2 5 0 0 1 0 0 2 0 5 1 PlayerIcon
4 10003 毒药 1 1 4 6 3 1 0 4 10 1 施加4层中毒 PlayerIcon
5 10004 枫叶炸弹 2 2 9 2 1 7_2 0 9;4 2;4 1 施加4层中毒 PlayerIcon
6 10005 花粉 0 2 8 1 4 1 0 8 2 1 施加1层沉睡 PlayerIcon
7 10006 致残 2 1 7 2 2 1 0 7;9 2;2 1 施加2层流血 PlayerIcon
8 10007 滋养 1 2 12;13 3;1 0 0 0 12 3 1 无需丢弃 PlayerIcon
9 10008 草山压顶 3 3 1;6 10;1 2 1 0 1;6 13;1 1 造成3点伤害 PlayerIcon
10 10009 尖刺甲 1 1 2;10 3;4 0 0 0 2;10 3;6 1 获得3层荆棘 PlayerIcon
11 10010 活力 0 2 11 1 0 0 1 11 2 1 获得1点能量 PlayerIcon
12 10011 草团 2 1 1;14 5;0 1 6_2 1 1;14 8;0 1 造成3点伤害 PlayerIcon
13 10012 穿刺射击 2 1 1 8 1 5_1 0 1;4 8;4 1 施加4层中毒 PlayerIcon
14 10013 森林之怒 3 3 1 20 3 1 0 1;15 20;0 1 造成场地差伤害 PlayerIcon
15 10014 巨树之弓 2 1 1;14 13;0 1 5_3 0 1;14;5 13;0;1 1 施加1层虚弱 PlayerIcon

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ColorlessWorld-2024-4-2/Library/Bee/1900b0aE.dag.json

@ -29489,7 +29489,7 @@
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"ActionType": "WriteFile",
"PayloadOffset": 2202510,
"PayloadLength": 34016,
"PayloadLength": 35160,
"PayloadDebugContentSnippet": "-target:library\r\n-out:\"Library",
"Inputs": [],
"Outputs": [
@ -29501,7 +29501,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp.rsp2",
"DisplayName": "Writing Assembly-CSharp.rsp2",
"ActionType": "WriteFile",
"PayloadOffset": 2236613,
"PayloadOffset": 2237757,
"PayloadLength": 0,
"PayloadDebugContentSnippet": "",
"Inputs": [],
@ -29760,7 +29760,6 @@
"Assets/Scripts/Card/ArrowManager.cs",
"Assets/Scripts/Card/CardDeck.cs",
"Assets/Scripts/Card/CardDrag.cs",
"Assets/Scripts/Card/CardEnity_OldSave.cs",
"Assets/Scripts/Card/CardEntity.cs",
"Assets/Scripts/Card/CardOriginalData.cs",
"Assets/Scripts/Card/CardOriginalDataList.cs",
@ -29776,8 +29775,29 @@
"Assets/Scripts/Enemy/SkullGuardian.cs",
"Assets/Scripts/Enemy/Wolf.cs",
"Assets/Scripts/GameManager.cs",
"Assets/Scripts/Handler/EffectRangeHandler.cs",
"Assets/Scripts/Handler/EffectRangeHandler1.cs",
"Assets/Scripts/Handler/EffectRangeHandler2.cs",
"Assets/Scripts/Handler/EffectRangeHandler3_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler3_2.cs",
"Assets/Scripts/Handler/EffectRangeHandler3_3.cs",
"Assets/Scripts/Handler/EffectRangeHandler4_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler4_2.cs",
"Assets/Scripts/Handler/EffectRangeHandler4_3.cs",
"Assets/Scripts/Handler/EffectRangeHandler5_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler5_2.cs",
"Assets/Scripts/Handler/EffectRangeHandler5_3.cs",
"Assets/Scripts/Handler/EffectRangeHandler6_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler6_2.cs",
"Assets/Scripts/Handler/EffectRangeHandler6_3.cs",
"Assets/Scripts/Handler/EffectRangeHandler7_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler7_2.cs",
"Assets/Scripts/Handler/EffectRangeHandler8_1.cs",
"Assets/Scripts/Handler/EffectRangeHandler8_2.cs",
"Assets/Scripts/Handler/EffectRangeHandlerBase.cs",
"Assets/Scripts/manager/DestructionManager.cs",
"Assets/Scripts/manager/GameRoundManager.cs",
"Assets/Scripts/manager/MapUnityManager.cs",
"Assets/Scripts/manager/SettlementManager.cs",
"Assets/Scripts/manager/Usermanager.cs",
"Assets/Scripts/MapManager.cs",
@ -29792,10 +29812,13 @@
"Assets/Scripts/Tool/CardData_SO/PlayerState_SO.cs",
"Assets/Scripts/Tool/CardFunction.cs",
"Assets/Scripts/Tool/CardId.cs",
"Assets/Scripts/Tool/EffectRange.cs",
"Assets/Scripts/Tool/getNodeTools.cs",
"Assets/Scripts/Tool/Interface/IEnemyObserver.cs",
"Assets/Scripts/Tool/MathTool.cs",
"Assets/Scripts/Tool/randomTool.cs",
"Assets/Scripts/Tool/Singleton.cs",
"Assets/Scripts/Tool/ZeroToFiveCircularCounter.cs",
"Assets/Scripts/UI/EnemyAimLine.cs",
"Assets/Scripts/UI/EnemyPlanActionUI.cs",
"Assets/Scripts/UI/EnemyUIBar.cs",
@ -30071,7 +30094,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp.dll.mvfrm.rsp",
"DisplayName": "Writing Assembly-CSharp.dll.mvfrm.rsp",
"ActionType": "WriteFile",
"PayloadOffset": 2236709,
"PayloadOffset": 2237853,
"PayloadLength": 10413,
"PayloadDebugContentSnippet": "Library\\Bee\\artifacts\\mvdfrm\\U",
"Inputs": [],
@ -30340,7 +30363,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp-Editor.UnityAdditionalFile.txt",
"DisplayName": "Writing Assembly-CSharp-Editor.UnityAdditionalFile.txt",
"ActionType": "WriteFile",
"PayloadOffset": 2247235,
"PayloadOffset": 2248379,
"PayloadLength": 52,
"PayloadDebugContentSnippet": "D:\\GitInventory_0524\\test_45\\C",
"Inputs": [],
@ -30353,7 +30376,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp-Editor.rsp",
"DisplayName": "Writing Assembly-CSharp-Editor.rsp",
"ActionType": "WriteFile",
"PayloadOffset": 2247380,
"PayloadOffset": 2248524,
"PayloadLength": 34712,
"PayloadDebugContentSnippet": "-target:library\r\n-out:\"Library",
"Inputs": [],
@ -30366,7 +30389,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp-Editor.rsp2",
"DisplayName": "Writing Assembly-CSharp-Editor.rsp2",
"ActionType": "WriteFile",
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"PayloadLength": 0,
"PayloadDebugContentSnippet": "",
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@ -30714,7 +30737,7 @@
"Annotation": "WriteText Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp-Editor.dll.mvfrm.rsp",
"DisplayName": "Writing Assembly-CSharp-Editor.dll.mvfrm.rsp",
"ActionType": "WriteFile",
"PayloadOffset": 2282289,
"PayloadOffset": 2283433,
"PayloadLength": 11281,
"PayloadDebugContentSnippet": "Library\\Bee\\artifacts\\mvdfrm\\U",
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@ -31003,7 +31026,7 @@
"Annotation": "WriteResponseFile Library/Bee/artifacts/rsp/4747638433968585886.rsp",
"DisplayName": "Writing 4747638433968585886.rsp",
"ActionType": "WriteFile",
"PayloadOffset": 2293659,
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"PayloadLength": 42463,
"PayloadDebugContentSnippet": "\"unity-ilpp-a163ef762c9ee52be3",
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ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp.rsp

@ -369,7 +369,6 @@
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1406
ColorlessWorld-2024-4-2/Library/Bee/backend1.traceevents

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1382
ColorlessWorld-2024-4-2/Library/Bee/backend2.traceevents

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14
ColorlessWorld-2024-4-2/Library/Bee/buildprogram0.traceevents

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3166
ColorlessWorld-2024-4-2/Library/Bee/fullprofile.json

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